System for establishing a support hierarchy for a player in a competitive game

ABSTRACT

A control program which may cause a game apparatus to implement: a match execution function for executing a match between a plurality of players; a setting function for setting a first player who wins as a superior player to which a second player who loses is subordinate on the basis of a result of execution of the match and setting a subordination rank of the second player; and a control function for performing control such that at least a part of executable actions are different depending on a setting of the setting function, wherein, in a case where a player is subordinate to the first player, the setting function is implemented to set a subordination rank of the second player on the basis of the subordination rank of the player subordinate to the superior player.

CLAIM OF PRIORITY

This application claims priority from U.S. patent application Ser. No.15/855,187, filed on Dec. 27, 2017, entitled “SYSTEM FOR ESTABLISHING ASUPPORT HIERARCHY FOR A PLAYER IN A COMPETITIVE GAME,” which in turnclaims priority from Japanese Patent Application No. 2016-257035, filedon Dec. 28, 2016, the entire contents of which are hereby incorporatedby reference.

FIELD

Exemplary embodiments described herein relate to a control program, acontrol method, and a game apparatus.

BACKGROUND

In the related art, there is known a game system that provides a battlegame in which a match is performed between players or between groups towhich a plurality of players belong. In such a battle game, a matchevent may be performed such that one player or one group is ultimatelydetermined to be the winner by a tournament method.

For example, JP-A-2015-171454 discloses a game system capable ofproviding a battle game for a match between a group to which a playerbelongs and another group, in which a player belonging to a group notparticipating in the match can watch the match being executed. In thisgame system, a player who cannot participate in the subsequent battlegame because he/she lost the battle game in a tournament-based matchevent is allowed to recognize a progress of the battle game during thematch event.

However, in the game system of the related art, such a player who haslost the battle game is not allowed to participate in the match in thematch event and can only watch the match. Therefore, when a player losesthe battle game in the match event, the player sometimes loses interestin the match event.

SUMMARY

In view of the aforementioned problems, according to an exemplaryembodiment, a control program, a control method, and a game apparatusmay be provided that are capable of allowing a player who does notparticipate in a game, an event, or the like to get involved in thegame, the event, or the like and enhancing a player's interest in thegame.

According to an exemplary embodiment, there may be provided a controlprogram of a game apparatus provided with a memory unit to provide agame for executing a match between players, the control program allowingthe game apparatus to implement: a memory function for storing aplurality of players in the memory unit; a match execution function forexecuting a match between a plurality of players; a setting function forsetting a first player who wins as a superior player to which a secondplayer who loses may be subordinate on the basis of a result ofexecution of the match and setting a subordination rank of the secondplayer; and a control function for performing control such that at leasta part of executable actions may be different depending on a setting ofthe setting function, wherein, in a case where a player is subordinateto the first player, the setting function may be implemented to set asubordination rank of the second player on the basis of thesubordination rank of the player subordinate to the superior player.

In the control program described above, according to an exemplaryembodiment, the action executable in a case where the superior playermay be set may include changing a parameter set for the superior playeron the basis of the action.

In the control program described above, according to an exemplaryembodiment, the game apparatus may implement a point memory function forstoring each of the plurality of players in the memory unit inassociation with a second point for recovering a first point consumed inthe match, and the action for changing the parameter set for thesuperior player may be an action for instructing to associate the secondpoint associated with a player subordinate to the superior player withthe superior player.

In the control program described above, according to an exemplaryembodiment, the action for changing the parameter set for the superiorplayer may be an action for instructing to associate the second pointassociated with a player subordinate to the superior player with thesuperior player within a predetermined range of values different foreach subordination rank of the player.

In the control program described above, according to an exemplaryembodiment, in a case where a player is subordinate to the secondplayer, the setting function may be implemented to make the playersubordinate to the second player to be subordinate to the first playerby setting a subordination rank of the player subordinate to the secondplayer to be lower than that of the second player.

In the control program described above, according to an exemplaryembodiment, the game apparatus may implement a reward associationfunction in which the superior player is stored in the memory unit byassociating different rewards with the superior player and each playerof each subordination rank.

In the control program described above, according to an exemplaryembodiment, in a case where the subordination rank may be set, thesetting function may be implemented to transmit, to each player, displaydata for displaying a screen for exchanging a message between thesuperior player and the player subordinate to the superior player.

According to another exemplary embodiment, there may be provided acontrol method of a game apparatus provided with a memory unit toprovide a game for executing a match between players, the control methodincluding: a memory step for storing a plurality of players in thememory unit; a match execution step for executing a match between aplurality of players; a setting step for setting a first player who winsas a superior player to which a second player who loses may besubordinate on the basis of a result of execution of the match andsetting a subordination rank of the second player; and a control stepfor performing control such that at least a part of executable actionsmay be different depending on a setting of the setting step, wherein, ina case where a player is subordinate to the first player, the settingfunction may be implemented to set a subordination rank of the secondplayer on the basis of the subordination rank of the player subordinateto the superior player.

According to another exemplary embodiment, there may be provided a gameapparatus configured to provide a game for executing a match betweenplayers, including: a memory unit configured to store a plurality ofplayers; a match execution unit configured to execute a match between aplurality of players; a setting unit configured to set a first playerwho wins as a superior player to which a second player who loses may besubordinate on the basis of a result of execution of the match and set asubordination rank of the second player; and a control unit configuredto perform control such that at least a part of executable actions maybe different depending on a setting of the setting unit, wherein, in acase where a player is subordinate to the first player, the setting unitmay be configured to set a subordination rank of the second player onthe basis of the subordination rank of the player subordinate to thesuperior player.

Using the control program, the control method, and the game apparatusaccording to the invention, it may be possible to allow a player notallowed to participate in a game or event to get involved in the gameand improve an interest of the player in the game.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a diagram for describing an exemplary game provided by a gameapparatus;

FIG. 2 is a diagram for describing an exemplary game provided by thegame apparatus;

FIG. 3 is a diagram for describing an exemplary game provided by thegame apparatus;

FIG. 4 is a diagram illustrating an exemplary schematic configuration ofa game system 1;

FIG. 5 is a diagram illustrating an exemplary schematic configuration ofa portable terminal 2;

FIG. 6A is a diagram illustrating an exemplary screen displayed by theportable terminal 2;

FIG. 6B is a diagram illustrating an exemplary screen displayed by theportable terminal 2;

FIG. 7A is a diagram illustrating an exemplary screen displayed by theportable terminal 2;

FIG. 7B is a diagram illustrating an exemplary screen displayed by theportable terminal 2;

FIG. 8A is a diagram illustrating an exemplary screen displayed by theportable terminal 2;

FIG. 8B is a diagram illustrating an exemplary screen displayed by theportable terminal 2;

FIG. 9A is a diagram illustrating an exemplary screen displayed by theportable terminal 2;

FIG. 9B is a diagram illustrating an exemplary screen displayed by theportable terminal 2;

FIG. 10A is a diagram illustrating an exemplary screen displayed by theportable terminal 2;

FIG. 10B is a diagram illustrating an exemplary screen displayed by theportable terminal 2;

FIG. 11 is a diagram illustrating an exemplary schematic configurationof the server 3;

FIG. 12A is a diagram illustrating exemplary data structures of anexemplary table;

FIG. 12B is a diagram illustrating exemplary data structures of anexemplary table;

FIG. 13A is a diagram illustrating exemplary data structures of anexemplary table;

FIG. 13B is a diagram illustrating exemplary data structures of anexemplary table;

FIG. 14 is a diagram illustrating an exemplary operation sequence of thegame system 1;

FIG. 15 is a diagram illustrating an exemplary operation flow of a matchinput process;

FIG. 16 is a diagram illustrating an exemplary operation flow of asubordination setting process; and

FIG. 17 is a diagram illustrating an exemplary operation sequence of thegame system 1.

DETAILED DESCRIPTION

Various exemplary embodiments may now be described with reference to theaccompanying drawings. Note that the technical scope of the inventionmay not be limited by such embodiments, and may further encompass, forexample, the inventions described in the claims and their equivalents.

<Overview of Game>

FIGS. 1 to 3 may be diagrams for describing an exemplary game providedby the game apparatus. An exemplary game provided by the game apparatusaccording to this embodiment may now be described with reference FIGS. 1to 3.

In this embodiment, the game apparatus may have a match executionfunction for executing a match between players or groups to which aplurality of players belong. The game for a match between players may bea so-called player versus player (PvP) game in which a match may beexecuted between a game content manipulated by one of the players and agame content manipulated by the other player. Note that the game contentmay refer to electronic data used in the game, such as a card, item,character, and avatar. In addition, the game content may includeelectronic data that can be obtained, retained, used, managed,exchanged, synthesized, reinforced, sold, discarded, and/or donated byplayers during the game depending on a progress of the game. However, anaspect of the game content may not be limited to those described in thisspecification. In the following description, the game contentmanipulated by a player may be referred to as a use game content of aplayer.

A game in which a match between groups to which a plurality of playersbelong may be executed may be a so-called guild versus guild (GvG) gamein which a match may be executed by a use game content of each playerbelonging to one of the groups and a use game content of each playerbelonging to the other group.

The group may be a player group consisting of a plurality of players whoparticipate in the entire game or a part of the game provided by thegame apparatus and may also be called a guild, clan, or party.

A setting function of the game apparatus may now be described byexemplifying a PvP game provided by the game apparatus that stores aplurality of players.

As illustrated in FIG. 1, in the PvP game provided by the gameapparatus, a match may be executed by the game apparatus between playersA and B selected from a plurality of players. As a result of executingthe match between the players A and B, in a case where the player Awins, and the player B loses, the player A may be set as a superiorplayer, and the player B may be set as a subordinate player. Note thatthe player A who wins in the match may be an example of the firstplayer, and the player B who loses in the match may be an example of thesecond player.

The superior player may be a player controlled to execute a match withother players in the PvP game. The subordinate player may be a playerwhose behavior may be limited, compared to the superior player. Forexample, the subordinate player may be limited in what behavior they canperform in the match, may be limited from executing a match with otherplayers in the PvP game, or the like.

The subordinate player may be subordinate to the superior player who wasan opponent of the match winning against the subordinate player in thePvP game. Note that “the subordinate player may be subordinate to thesuperior player” means that the subordinate player may be stored by thegame apparatus in association with the superior player. In addition, asubordination rank of the superior player may be set for eachsubordinate player subordinate to the superior player. The subordinationrank may be a rank set depending on a timing at which the subordinateplayer becomes subordinate to the superior player. For example, after amatch between players A and Bis executed as illustrated in FIG. 1, onlythe player B may be set as the subordinate player subordinate to theplayer A, who may be set as the superior player. Therefore, thesubordination rank of the player B for the superior player may be afirst rank.

The subordinate player may be restricted from executing a match actionused in the match in the PvP game, and instead may be able to execute asupport action for supporting the superior player to which thesubordinate player may be subordinate. The match action may be an actionexecutable in the match such as attack, or hit point (HP) recovery inthe battle game. The support action may be an action for supporting thesuperior player to which the subordinate player may be subordinate, suchas an action for increasing a predetermined parameter of the superiorplayer, the number of items, or the like.

The superior player may be permitted to execute a match with otherplayers in the PvP game. That is, the superior player may be permittedto execute a match action used in the match in the PvP game. Meanwhile,the superior player may be restricted from executing the support action.

In this manner, the game apparatus may have a control function in whichexecutable actions may be different between the superior player and thesubordinate player. Hereinafter, the player A, the player B, and theplayer C, and . . . as superior players may be referred to as arepresentative player A, a representative player B, a representativeplayer C, and . . . in some cases. Similarly, the player A, the playerB, and the player C, and . . . as subordinate players may be referred toas a subordinate player A, a subordinate player B, a subordinate playerC, and . . . in some cases.

Then, as illustrated in FIG. 1, after the match between players A and Bis executed, a match may be executed between the superior player A andthe player C selected by the game apparatus from a plurality of players.In a case where the superior player A wins, and the player C loses as aresult of executing the match between the superior player A and theplayer C, the superior player A may be continuously set as the superiorplayer, and the player C may be set as a subordinate player subordinateto the superior player A.

After executing the match between the superior player A and the playerC, the subordinate players B and C may be set to be subordinate to thesuperior player A, and the subordinate players B and C may be controlledto execute the support action for supporting the superior player A.

The subordinate player B subordinate to the superior player A may be setto have a first subordination rank for the superior player A beforeexecuting the match between the superior player A and the player C. Inaddition, after executing the match between the superior player A andthe player C, a subordination rank lower than that of the subordinateplayer B already subordinate to the superior player A, that is, thesecond subordination rank may be set to the subordinate player C as asubordination rank for the superior player A.

Then, as illustrated in FIG. 2, after executing the match between thesuperior player A and the player C, a match may be executed between thesuperior player A and a player D selected by the game apparatus from aplurality of players. The player D may be a superior player to which thesubordinate player E may be subordinate. Hereinafter, the player D maybe referred to as a superior player D in some cases.

In a case where the superior player A wins, and the superior player Dloses as a result of executing a match between the superior player A andthe superior player D, the superior player A may be continuously set asa superior player. In addition, the superior player D may be set as asubordinate player subordinate to the superior player A. In addition, asubordinate player E that has been subordinate to the superior player Duntil executing the match between the superior players A and D may beset as a subordinate player of the superior player A who wins againstthe superior player D. Furthermore, the subordinate players B, C, D, andE may be controlled to execute the support action for supporting thesuperior player A.

The first and second subordination ranks for the superior player A maybe set to the subordinate players B and C, respectively, subordinate tothe superior player A before executing the match between the superiorplayers A and D. In addition, after executing the match between thesuperior players A and D, a subordination rank lower than those of thesubordinate players B and C that have been already subordinate to thesuperior player A, that is, a third subordination rank may be set to thesubordinate player D as a subordination rank for the superior player A.Furthermore, a subordination rank lower than that of the subordinateplayer D, that is, a fourth subordination rank may be set to asubordinate player E that may have been subordinate to the superiorplayer D until executing the match between the superior players A and Das a subordination rank for the superior player A.

Then, as illustrated in FIG. 2, after the match between the superiorplayers A and D may be executed, a match may be executed between thesuperior player A and a player F selected by the game apparatus from aplurality of players. The player F may be a superior player to whichsubordinate players G and H may be subordinate. Hereinafter, the playerF may be referred to as a superior player F in some cases.

FIG. 3 may be a diagram illustrating a result of a match that may beexecuted between the superior players A and F, which may be a case wherethe superior player A wins, and the superior player F loses as a resultof executing the match between the superior players.

Since, as a result of executing the match between the superior players Aand F, the superior player A has won, the superior player A may becontinuously set as a superior player. Since the superior player F haslost against the superior player A, the subordinate player F may be setas a subordinate player subordinate to the superior player A. Inaddition, the subordinate players G and H that have been subordinate tothe superior player F until the match between the superior players A andF may be set as a subordinate player of the superior player A who winsagainst the superior player F. Furthermore, the subordinate players B,C, D, E, F, G, and H may be controlled to execute the support action forsupporting the superior player A.

The first, second, third, and fourth subordination ranks for thesuperior player A may be set to the subordinate players B, C, D, and E,respectively, subordinate to the superior player A before the matchbetween the superior players A and F is executed. After the matchbetween the superior players A and F is executed, a subordination ranklower than those of the subordinate players B, C, D, and E that havebeen already subordinate to the superior player A, that is, a fifthsubordination rank may be set to the subordinate player F as asubordination rank for the superior player A. In addition, subordinationranks lower than that of the subordinate player F, that is, sixth andseventh subordination ranks may be set to the subordinate players G andH that have been subordinate to the superior player F until the matchbetween the superior players A and F may be executed, as subordinationranks for the superior player A.

As illustrated in FIG. 3, the subordinate players J, K, L, M, N, O, andP may be subordinate to the superior player I who makes a match with thesuperior player A. Therefore, in a case where the superior player A winsas a result of executing the match between the superior players A and I,the superior player I may be set as a subordinate player subordinate tothe superior player A. In addition, a subordination rank lower than thatof the subordinate player H that may have been already subordinate tothe superior player A, that is, the eighth subordination rank may be setto the subordinate player I as a subordination rank for the superiorplayer A.

The subordinate players J, K, L, M, N, O, and P that have beensubordinate to the superior player I until the match between thesuperior players A and I may be executed may be set as subordinateplayers of the superior player A who wins against the superior player I.In addition, subordination ranks lower than that of the subordinateplayer I, that is, ninth, tenth, eleventh, twelfth, thirteenth,fourteenth, and fifteenth subordination ranks may be set to thesubordinate players J, K, L, M, N, O, and P, respectively, assubordination ranks for the superior player A.

As described above with reference to FIGS. 1 to 3, the match executionfunction, the setting function, and the control function may beimplemented in the PvP game using the game apparatus and the controlmethod of the game apparatus described above. Therefore, even asubordinate player not allowed to participate in the match in the PvPgame can get involved in the PvP game via the superior player who may beallowed to participate in the match in the PvP game. In this manner,using the game apparatus that implements the match execution function,the setting function, and the control function and the control method ofthe game apparatus, it may be possible to allow a player not allowed toparticipate in the match to get involved and improve a player's interestin the game.

Note that FIGS. 1 to 3 have been described above merely for deepeningthe understanding of the invention. The invention may be specificallyembodied in each of the following embodiments and also may be embodiedin various modifications without substantially exceeding the principleof the invention. All of such modifications encompass a disclosure rangeof this invention and this specification. For example, in a case wherethe game apparatus provides a GvG game, the players may be substitutedwith groups in the description of FIGS. 1 to 3.

<Configuration of Game System 1>

FIG. 4 may be a diagram illustrating an exemplary schematicconfiguration of the game system 1.

The game system 1 may have a plurality of portable terminals 2manipulated by each of a plurality of players and a server 3. Theportable terminals 2 and the server 3 may be connected to each other viaa communication network such as a base station 4, a mobile communicationnetwork 5, a gateway 6, and the Internet 7. A program executed by theportable terminal 2 (for example, a display processing program) and aprogram executed by the server 3 (for example, a match executionprogram) may communicate with each other using a communication protocolsuch as a hypertext transfer protocol (HTTP). Note that the server 3 maybe an example of the game apparatus, but the game apparatus may not belimited to the server 3. A portable terminal 2 having all of or a partof the functions of the server 3 described below may also be used as thegame apparatus. Furthermore, a game system 1 provided with the portableterminal 2 and the server 3 may also be used as the game apparatus.

Note that, although it may be assumed that a multi-function mobile phone(so-called smart phone) may be employed as the portable terminal 2, theinvention may not be limited thereto. The portable terminal 2 mayinclude, for example, a mobile phone (so-called feature phone), aportable information terminal (such as a personal digital assistant(PDA)), or an information processing apparatus such as a portable gamemachine, a portable music player, a tablet terminal, a tablet PC, and anotebook PC as long as the invention can be applied thereto.

<Configuration of Portable Terminal 2>

FIG. 5 may be a diagram illustrating an exemplary schematicconfiguration of the portable terminal 2.

The portable terminal 2 may execute a game that makes a match betweenplayers or between groups to which a plurality of players belong and maybe connected to the server 3 via the base station 4, the mobilecommunication network 5, the gateway 6, and the Internet 7 tocommunicate with the server 3. The portable terminal 2 may control aprogress of the game in response to a manipulation of a player on theinput unit 23 (such as a touch panel). In addition, the portableterminal 2 may receive various data from the server 3 and may controlthe progress of the game. For this purpose, the portable terminal 2 mayinclude a communication unit 21, a memory unit 22, an input unit 23, adisplay unit 24, and a processing unit 25.

The communication unit 21 may include a communication interface circuitincluding an antenna having a predetermined frequency band as a sensibleband, and may connect the portable terminal 2 to the wirelesscommunication network. The communication unit 21 may establish awireless signal line based on a code division multiple access (CDMA)method or the like with the base station 4 via a channel that can beallocated by the base station 4 and communicates with the base station4. In addition, the communication unit 21 may transmit data suppliedfrom the processing unit 25 to the server 3 or the like. Furthermore,the communication unit 21 may supply the data received from the server 3or the like to the processing unit 25.

The memory unit 22 may have, for example, a semiconductor memory device.The memory unit 22 may store an operating system program, driverprograms, application programs such as a game control program, and dataused in the processing of the processing unit 25. For example, thememory unit 22 may store driver programs such as an input device driverprogram for controlling the input unit 23 and an output device driverprogram for controlling the display unit 24. In addition, the memoryunit 22 may store application programs such as a display processingprogram to display the display data relating to a progress of the gameby causing the game to proceed on the basis of instruction data input inresponse to a manipulation of a player on the input unit 23, dataobtained from the server 3, and the like. The memory unit 22 may storedata such as data obtained from the server 3, cause data relating to aprogress of the game to be displayed, video data, and image data. Inaddition, the memory unit 22 may temporarily store temporary datarelating to a predetermined process.

The input unit 23 may include any device as long as the portableterminal 2 can be manipulated. For example, the input unit 23 mayinclude a pointing device such as a touch panel. A player may enterletters, numerals, symbols, and the like using the input unit 23. As theinput unit 23 may be manipulated by a player, it generates a signalcorresponding to the manipulation. In addition, the generated signal maybe supplied to the processing unit 25 as an instruction from the player.

The display unit 24 may be any device as long as it can display a video,an image, and the like. For example, the display unit 24 may include aliquid crystal display, an organic electroluminescence (EL) display, andthe like. The display unit 24 may display a video corresponding to thevideo data, an image corresponding to the image data, and the likesupplied from the processing unit 25.

The processing unit 25 may include a single or a plurality of processorsand its peripheral circuits. The processing unit 25 may comprehensivelycontrol the entire operation of the portable terminal 2 and may include,for example, a central processing unit (CPU). The processing unit 25 maycontrol the operation of the communication unit 21, the display unit 24,or the like such that various processes of the portable terminal 2 maybe executed in an appropriate sequence on the basis of a program storedin the memory unit 22, a manipulation on the input unit 23, and thelike. The processing unit 25 may execute the processes on the basis ofthe program stored in the memory unit 22 (such as an operating systemprogram, a driver program, and an application program). Furthermore, theprocessing unit 25 may execute a plurality of programs (such asapplication programs) in parallel.

The processing unit 25 may include at least a display processing unit251 and an input processing unit 252. Each of the units may be afunctional module implemented by a program executed by the processor ofthe processing unit 25. Alternatively, each of the units may be embeddedin the portable terminal 2 as firmware.

Various exemplary screens displayed on the display unit 24 of theportable terminal 2 owned by a player who participates in a match maynow be described with reference to FIGS. 6A to 10B. FIGS. 6A to 10Billustrate a game provided by the game system 1 in which a match betweena group A to which a plurality of players belong and a group B to whicha plurality of players different from the plurality of players belongingto the group A may be executed. Note that each of the plurality ofplayers belonging to the group A may be referred to as a player A, andeach of the plurality of players belonging to the group B may bereferred to as a player B in some cases.

The game provided by the game system 1 may be a game for a match betweena group A and a group B selected by the game system 1 from a pluralityof groups during a game execution period from a start date/time to anend date/time determined in advance. In addition, the game system 1 mayexecute the game a predetermined number of times in a match event duringan event execution period set in advance. Note that, since a grouplosing in the match between the groups may be set as a subordinategroup, a player belonging to this group may be controlled not toparticipate in the match during the event execution period of the matchevent thereafter.

The players A and B have respective parameters. The parameter mayinclude, for example, an attack capability, a defense capability, a hitpoint (HP), an attack point (AP), and the like of the player. The attackcapability may be a numerical value contributing to a magnitude of thedamage applied to the opponent player of the match when a player attacksthe opponent player of the match between groups. The defense capabilitymay be a numerical value for reducing a magnitude of the damage givenwhen a player receives an attack from the opponent player of the match.The HP may be a value reduced depending on the damage determined on thebasis of the attack capability of the opponent player of the match andthe defense capability of the player when the player receives an attackfrom the opponent player of the match. When the HP of the player becomeszero, the player may not be allowed to continuously play the game. TheAP may be a value consumed when the player executes the match action.When the AP necessary to execute the match action is higher than the APof the player, the match action may not be executed. Note that the APmay be an example of the first point.

FIG. 6A may be a diagram illustrating an exemplary game intro screen 600displayed on the display screen of the portable terminal 2.

In a case where a game screen request may be issued to the server 3 inresponse to a manipulation of the player A on the input unit 23 beforethe game execution period, the portable terminal 2 may display the gameintro screen 600 on the display unit 24 on the basis of the display datatransmitted from the server 3. The game intro screen 600 may bedisplayed when the player A who owns the portable terminal 2 is not asubordinate player. On the game intro screen 600, a remaining time 601until the start date/time of the game, a match opponent name 602, andthe like may be displayed.

FIG. 6B may be a diagram illustrating an exemplary game screen 610displayed on the display screen of the portable terminal 2.

When a game screen request is issued to the server 3 in response to amanipulation of the player A on the input unit 23 during the gameexecution period, the display data transmitted from the server 3 causethe game screen 610 to be displayed on the display unit 24 of theportable terminal 2. The game screen 610 may be displayed when theplayer A who owns the portable terminal 2 is not a subordinate player.

On the game screen 610, a time 611 elapsing from the start date/time ofthe game, a name 612 of the group A, a name 613 of the group B, a damagepoint 614 of the group A, a damage point 615 of the group B, use gamemedia 616 of each player A, use game media 617 of each player B, aparameter 618 of the player A who owns the portable terminal 2, a matchaction instruction button 619, and the like may be displayed.

The “damage points of a group” may refer to a value based on a totalamount of the damage applied to a match opponent when a player belongingto a group attacks the match opponent player, and for example, a totalreduction amount of the HP of the match opponent player. The used gamemedia 616 of each player A may refer to the used game media of all theplayers A belonging to the group A or the used game media of a part ofthe players A. The used game media 616 of each player B may refer to theused game media of all the players B belonging to the group B or theused game media of a part of the players B. The parameter 618 may referto parameters of the attack capability, the defense capability, the HP,the AP, and the like of the player A who owns the portable terminal 2.Note that the parameter may include an arrangement position of the usegame content in the match between groups. The arrangement position mayinclude, for example, a front position, a rear position, and the like.As the match action instruction button 619 may be pressed (selected) bythe player, a match action corresponding to the match action instructionbutton 619 may be executed. For example, if a match action instructionbutton 619 for an attack is selected, an attack on a player randomlyselected from the match opponent players may be executed. In addition,if a match action instruction button 619 for an HP recovery is selected,the HP recovery for increasing the HP of the player or the HP of otherplayers belonging to the group of the player may be executed.

FIG. 7A may be a diagram illustrating an exemplary game screen 700displayed on the display screen of the portable terminal 2.

The portable terminal 2 may display the game screen 700 showing anattack on the match opponent player B on the display unit 24 when thematch action instruction button 619-1 for an attack may be selected inresponse to a manipulation of the player A on the input unit 23. On thegame screen 700, an image representing a scene in which a use gamecontent 701 of the player who selects the match action instructionbutton 619-1 for an attack attacks a use game content 702 of the matchopponent player, or the like may be displayed. Note that, if a matchaction instruction button 619-2 for HP recovery is selected in responseto a manipulation of the player A on the input unit 23, a game screen(not illustrated) representing an action of the HP recovery may bedisplayed on the display unit 24.

FIG. 7B may be a diagram illustrating an exemplary game screen 710displayed on the display screen of the portable terminal 2.

The portable terminal 2 may display the game screen 710 on the displayunit 24 if the AP necessary to execute the match action corresponding tothe match action instruction button 619 selected in response to amanipulation of the player A on the input unit 23 is higher than the APof the player A. On the game screen 710, AP deficiency notificationinformation 711, an AP recovery button 712, and a return button 713, thelike may be displayed.

The AP deficiency notification information 711 may be characterinformation, image information, and the like representing that it maynot be permitted to execute the match action because the AP necessary toexecute the match action corresponding to the selected match actioninstruction button 619 is higher than the AP of the player A.

As the AP recovery button 712 may be pressed (selected) by the player A,the AP recovery for increasing the AP of the player A may be executed.Note that each player A may execute the AP recovery by consuming the APrecovery item of the group A to which each player A belongs. The group Acan obtain the AP recovery item as a reward corresponding to theexecution result of a specific event executed by the player A. Note thatthe specific event may include a match even between the player A and aspecific opponent game content, or the like. Note that the number of theAP recovery items may be an example of the second point.

FIG. 8A may be a diagram illustrating an exemplary subordination rankscreen 800 displayed on the display screen of the portable terminal 2.

In a case where the group A wins as a result of executing the matchbetween the groups A and B, the portable terminal 2 owned by the playerA may display a subordination rank screen 800 on the display unit 24 onthe basis of the display data transmitted from the server 3 after theend date/time of the game execution period.

A superior group name 801, a subordinate group list 802, and the likemay be displayed on the subordination rank screen 800. The superiorgroup name 801 may be a name of the superior group winning in the match.As illustrated in FIG. 8A, the name “◯◯ GUILD” of the group A winning inthe match against the group B may be displayed as a name of the superiorgroup. Superior group information regarding the subordinate groupsubordinate to the superior group winning in the match may be displayedin the subordinate group list 802 in a list format in the order of thesubordination rank. For example, as illustrated in FIG. 8A, thesubordinate group list 802 may contain a subordination rank “3,” a name“ΔΔ GUILD,” an obtained damage point “4100,” the number of owned APrecovery items “60,” and the like as subordinate group information ofthe group B losing in the match.

FIG. 8B may be a diagram illustrating an exemplary subordination rankscreen 810 displayed on the display screen of the portable terminal 2.

In a case where the group B loses as a result of executing the matchbetween the groups A and B, the portable terminal 2 owned by the playerB may display a subordination rank screen 810 on the display unit 24 onthe basis of the display data transmitted from the server 3 after theend date/time of the game execution period.

On the subordination rank screen 810, a superior group name 811, asubordinate group list 812, and the like may be displayed. The superiorgroup name 811 may be a name of the superior group winning in the match.As illustrated in FIG. 8B, a name “◯◯ GUILD” of the group A winning inthe match with the group B may be displayed as a name of the superiorgroup. Subordinate group information regarding the subordinate groupsubordinate to the superior group winning in the match may be displayedin the subordinate group list 812 in a list format in the order of thesubordination rank. Note that, as illustrated in FIG. 8B, thesubordinate group list 812 may contain a subordination rank “3,” a name“ΔΔ GUILD,” an obtained damage point “4100,” the number of owned APrecovery items “60,” and the like as subordinate group information ofthe group B losing in the match.

FIG. 9A may be a diagram illustrating an exemplary watching screen 900displayed on the display screen of the portable terminal 2.

If a game screen request is issued to the server 3 in response to amanipulation of the player B on the input unit 23 during the gameexecution period, the portable terminal 2 may display the watchingscreen 900 on the display unit 24 on the basis of the display datatransmitted from the server 3. Note that the watching screen 900 may bedisplayed when the group B to which the player B owning the portableterminal 2 belongs is a subordinate group. In addition, the gameexecution period may be a game execution period of the game in which thesuperior group to which the group B of the player B owning the portableterminal 2 may be subordinate participates.

On the watching screen 900, a game broadcast image 901, game liveinformation 902, and the like may be displayed. On the game broadcastimage 901, time elapsing from the start date/time, names of each groupparticipating in the match, damage points of each group participating inthe match, use game media of each player A of each group participatingin the match, and the like for a game being executed may be displayed.Note that the game being executed may be a game in which a superiorgroup to which the group B of the player B owning the portable terminal2 may be subordinate participates. On the game live information 902, aresult of the game depending on a match action executed by each groupduring the match in the game being executed may be displayed in a timeseries manner.

FIG. 9B may be a diagram illustrating an exemplary support screen 910displayed on the display screen of the portable terminal 2.

If a game screen request may be issued to the server 3 in response to amanipulation of the player B on the input unit 23 before the gameexecution period, the portable terminal 2 may display a support screen910 on the display unit 24 on the basis of the display data transmittedfrom the server 3. Note that the support screen 910 may be displayedwhen the group B to which the player B owning the portable terminal 2 issubordinate is a subordinate group.

On the support screen 910, an AP recovery item applying button 911, aparameter 912 of the player B, and the like may be displayed. As the APrecovery item applying button 911 is pressed (selected) by the player Bowning the portable terminal 2, item recovery (in which the number ofthe AP recovery items of the superior group to which the group B of theplayer B is subordinate may increase) may be executed. Note that itemrecovery may be an example of the support action. The number of APrecovery items of the superior group which may be provided by the itemrecovery may be configured to be equal to or smaller than the number ofthe AP recovery items of the group B to which the player B who pressesthe AP recovery item applying button 911 belongs. In this case, thenumber of the AP recovery items of the group B to which the player B whopresses the AP recovery item applying button 911 belongs may be reducedas the number of the AP recovery items of the superior group isincreased. Note that the number of the AP recovery items of the superiorgroup which may be increased by the item recovery may be configured tobe equal to or smaller than the number of the AP recovery items of theplayer B who presses the AP recovery item applying button 911. In thiscase, the number of the AP recovery items of the player B who pressesthe AP recovery item applying button 911 may be reduced as the number ofthe AP recovery items of the superior group is increased.

A parameter 912 of the player B may include parameters such as a name ofthe group B to which the player B owning the portable terminal 2belongs, an attack capability, a defense capability, an HP, and an AP ofthe player B, and the like. Note that the parameter may include thenumber of AP recovery items of the group B or the player B.

FIG. 10A may be a diagram illustrating an exemplary support notificationscreen 1000 which may be displayed on the display screen of the portableterminal 2.

In a case where the group A to which the player A owning the portableterminal 2 belongs is a superior group, and the player B belonging tothe subordinate group B (subordinate to the group A) executes the itemrecovery, the portable terminal 2 may display the support notificationscreen 1000 on the display unit 24 on the basis of the display datatransmitted from the server 3.

On the support notification screen 1000, notification information 1001representing that the subordinate group B has executed the itemrecovery, a notification instruction button 1002 for notifyingpredetermined message information such as gratitude to the subordinategroup B, and the like may be displayed. As the notification instructionbutton 1002 is pressed (selected) by the player A, predetermined messageinformation may be notified to the portable terminal 2 of the player Bwho may execute the item recovery. Note that, in a case where thenotification instruction button 1002 is pressed (selected) by the playerA, a screen for allowing the player A to enter a message may bedisplayed, so that the message entered by the player A may be providedto the portable terminal 2 of the player B as the predetermined messageinformation. Note that a destination of the notification of thepredetermined message information may include portable terminals 2 ofall the players or a part of the players belonging to the group B of theplayer B who executed the item recovery.

FIG. 10B may be a diagram illustrating an example of a support resultscreen 1010 which may be displayed on the display screen of the portableterminal 2.

In a case where the group B to which the player B owning the portableterminal 2 belongs is a subordinate group, and the player B executes theitem recovery, the portable terminal 2 may display the support resultscreen 1010 on the display unit 24 on the basis of the display datatransmitted from the server 3.

On the support result screen 1010, notification information 1011representing that item recovery has been executed for the superior groupA to which the subordinate group B is subordinate, an event button 1012for executing a specific event, and the like may be displayed. As theevent button 1012 is pressed (selected) by the player B, an event screen(not shown) for executing a specific event may be displayed on thedisplay unit 24 on the basis of the display data transmitted from theserver 3. In addition, as a result of executing a specific event thatmay be executed as the player B manipulates the event screen, one ormore AP recovery items may be provided as a reward to the player B or tothe group B to which the player B belongs.

<Configuration of Server 3>

FIG. 11 may be a diagram illustrating an exemplary schematicconfiguration of the server 3. In addition, FIGS. 12A, 12B, 13A, and 13Bmay be diagrams illustrating exemplary data structures of various tablesstored in the server memory unit 32.

The server 3 may include a server communication unit 31, a server memoryunit 32, and a server processing unit 33. The server 3 may cause thegame to proceed in response to a request from the portable terminal 2.In addition, the server 3 creates display data and the like relating tothe progress of the game and may transmit them to the portable terminal2.

The server communication unit 31 may have a communication interfacecircuit for connecting the server 3 to the Internet 7 to allowcommunication with the Internet 7. In addition, the server communicationunit 31 may supply the data received from the portable terminal 2 or thelike to the server processing unit 33. Furthermore, the servercommunication unit 31 may transmit the data supplied from the serverprocessing unit 33 to the portable terminal 2 or the like.

The server memory unit 32 may include, for example, at least one of amagnetic tape apparatus, a magnetic disc apparatus, or an optical discapparatus. The server memory unit 32 may store an operating systemprogram, a driver program, an application program, data, and the likeused in the processing of the server processing unit 33. For example,the server memory unit 32 may cause the game to proceed as anapplication program and may store a game program or the like thatcreates display data relating to a result thereof. A computer programmay be installed in the memory unit 22 using a setup program or the likewell known in the art from a computer-readable portable recording mediumsuch as a CD-ROM or a DVD-ROM.

The server memory unit 32 may store, as the data, a player table of FIG.12A and a group table of FIG. 12B. In addition, the server memory unit32 may store a subordination table of FIG. 13A and a match table of FIG.13B. Furthermore, the server memory unit 32 may store various image dataor the like relating to a progress of the game. Moreover, the servermemory unit 32 may temporarily store temporary data relating to apredetermined process. That is, the server memory unit 32 may have avolatile memory (such as a random access memory (RAM)) to store dynamicdata that changes depending on a progress of the game.

FIG. 12A illustrates a player table for managing the players. The playertable may store player identifications (IDs), names of players, attackcapabilities, defense capabilities, HPs, and APs of each player inassociation with each other. The player ID may be an example ofidentification information for uniquely identifying each player.

The HP of the current date/time and a maximum HP may be stored in the HPcolumn. The maximum HP may be a maximum value of the HP recovered byexecuting the HP recovery. The AP of the current date/time and themaximum AP may be stored in the AP column. The maximum AP may be amaximum value of the AP recovered by executing the AP recovery.

FIG. 12B illustrates the group table for managing the groups. The grouptable may store group IDs of the groups, group names, affiliatedplayers, obtained DPs, and the number of owned AP recovery items foreach group in association with each other. The group ID may be anexample of identification information for uniquely identifying eachgroup. The affiliated player column may store the player ID of eachplayer belonging to the group.

FIG. 13A illustrates a subordination table for managing subordinategroups subordinate to the superior group. The subordination table maystore group IDs of the groups, superior group IDs, ranks in subordinategroup, and the like for each group in association with each other. Notethat the groups of the group IDs having a common superior group ID maybe subordinate groups, and the subordinate groups may be managed usingthe subordination table. The rank in the subordinate group may be asubordination rank of the group in the superior group to which thecorresponding group belongs. Note that a table storing the group IDs ofthe subordinate groups subordinate to the corresponding superior groupfor each group ID of the superior group may be used as the subordinationtable. In this case, the group ID of the subordinate group may be storedfor each group ID of the superior group depending on the subordinationranks.

FIG. 13B illustrates a match table for managing a game for each matchduring a match event. The match table may store a period ID of thecorresponding period, a game execution period, match information, andthe like for the game execution period of the game for the match inassociation with each other.

The period ID may be an example of identification information foruniquely identifying an execution period of each match. The gameexecution period column may store a start date/time and an end date/timeof the corresponding execution period. The match information may containa set of group IDs representing a combination of groups participating inthe match executed during the corresponding game execution period. Notethat, since the match information represents a combination of superiorgroups set on the basis of a result of the game of the previous gameexecution period, the combination of groups may be stored in the matchinformation after the previous game execution period may be terminated,and a predetermined matching time elapses.

Returning to FIG. 11, the server processing unit 33 may include at leasta progress control unit 331, a match execution unit 332, a setting unit333, and a control unit 334. Each unit may be a functional moduleimplemented by a program executed using a processor provided in theserver processing unit 33. Alternatively, each unit may be embedded inthe server 3 as firmware.

Exemplary functions of the display processing unit 251 and the inputprocessing unit 252 provided in the processing unit 25 of the portableterminal 2, and the progress control unit 331, the match execution unit332, the setting unit 333, and the control unit 334 provided in theserver processing unit 33 of the server 3 may now be described.

<Functions of Display Processing Unit 251>

The display processing unit 251 of the portable terminal 2 may receivedisplay data transmitted from the server 3 via the communication unit 21and may display various screens on the display unit 24 on the basis ofthe received display data.

As the display processing unit 251 may be instructed to display the gamescreen 740 from the input processing unit 252, a game screen 710 havingat least an AP recovery button 712 may be displayed on the display unit24.

The display processing unit 251 may receive various data transmittedfrom the server 3 along with the display data via the communication unit21 and may store various received data in the memory unit 22.

<Functions of Input Processing Unit 252>

The input processing unit 252 of the portable terminal 2 may transmit agame screen request for requesting a game screen relating to a gameprovided by the server 3 to the server 3 via the communication unit 21in response to a manipulation of the player on the input unit 23. Notethat the game screen request may include a player ID of the player whotransmits a game participation request.

The input processing unit 252 may determine whether or not the matchaction instruction button 619 displayed on the game screen 610 may beselected on a predetermined time interval basis. In a case where thematch action instruction button 619 displayed on the game screen 610 isselected, the input processing unit 252 may determine whether the matchaction corresponding to the selected match action instruction button 619may be an attack match action or a HP recovery match action.

The input processing unit 252 may determine whether or not the APnecessary to execute the determined match action is higher than the APof the player. If it is determined that the AP necessary to execute thedetermined match action is equal to or lower than the AP of the player,the input processing unit 252 may create a match action executionrequest including a command representing the determined match action. Ifit is determined that the AP necessary to execute the determined matchaction is higher than the AP of the player, the input processing unit252 may instruct the display processing unit 251 to display the gamescreen 710.

The input processing unit 252 may determine whether or not the APrecovery button 712 displayed on the game screen 710 is selected. Then,the input processing unit 252 may execute the AP recovery if it isdetermined that the AP recovery button 712 is selected. Note that, ifthe AP recovery is executed, the input processing unit 252 may reducethe number of the owned AP recovery items of the group to which theplayer belongs, stored in the memory unit 22 by a predetermined number.Note that the predetermined number may be set to “1,” or it may bedetermined depending on a recovery amount of the AP.

Note that, if the AP recovery is executed, the input processing unit 252may insert the reduced number of the owned AP recovery items into thematch action execution request.

The input processing unit 252 may determine whether or not the APrecovery item applying button 911 displayed on the support screen 910 isselected. If it is determined that the AP recovery item applying button911 is selected, the input processing unit 252 may create a supportaction execution request. The support action execution request maycontain a player ID of the subordinate player who presses the APrecovery item applying button 911. Note that the support actionexecution request may be a request for increasing the number of theowned AP recovery items of the superior group to which the subordinategroup of the subordinate player who presses the AP recovery itemapplying button 911 belongs by a predetermined number.

The input processing unit 252 may transmit the match action executionrequest created in the match input process and the support actionexecution request created in the support input process to the server 3via the communication unit 21.

<Functions of Progress Control Unit 331>

If the progress control unit 331 of the server 3 receives the gamescreen request transmitted from the portable terminal 2 via the servercommunication unit 31, the progress control unit 331 may transmit theplayer ID included in the game screen request and a receipt date/time atwhich the game participation request was received to the control unit334 and may instruct the control unit 334 to execute a player controlprocess.

If the progress control unit 331 is instructed from the control unit 334to create display data for displaying the game intro screen 600, theprogress control unit 331 may create the display data for displaying thegame intro screen 600 on the basis of various data stored in the matchtable.

If the progress control unit 331 is instructed from the control unit 334to create display data for displaying the game screen 610, the progresscontrol unit 331 may create the display data for displaying the gamescreen 610 on the basis of various data stored in the match table, theplayer table, and the group table.

If the progress control unit 331 is instructed from the control unit 334to create display data for displaying the support screen 910, theprogress control unit 331 may create the display data for displaying thesupport screen 910 on the basis of various data stored in the playertable and the group table.

If the progress control unit 331 is instructed from the control unit 334to create display data for displaying the watching screen 900, theprogress control unit 331 may specify a group ID of the superior groupassociated with the specified subordinate group and may create thedisplay data for displaying the watching screen 900 on the basis ofvarious data stored in the match table, the player table, and the grouptable.

The progress control unit 331 may transmit the created display data tothe portable terminal 2 which requests the display data.

The progress control unit 331 may transmit various data of the playersuch as the player name, the attack capability, the HP, and the AP alongwith the display data for displaying the game screen 610 from the playertable to the portable terminal 2 that requests the display data.

The progress control unit 331 may transmit various data such as thegroup name of the group to which the player belongs, the obtained DP,and the number of the owned AP recovery items along with the displaydata for displaying the game screen 610 from the group table to theportable terminal 2 that requests the display data.

The progress control unit 331 may transmit various data such as a startdate/time and an end date/time of a game execution period including acurrent date/time, or a start date/time and an end date/time of a gameexecution period immediately after the current date/time, if there is nogame execution period including the current date/time, along with thedisplay data for displaying various screens from the match table to theportable terminal 2 that requests the display data.

If the progress control unit 331 receives the support action executionrequest transmitted from the portable terminal 2 via the servercommunication unit 31, the progress control unit 331 may execute asupport execution process. First, the progress control unit 331 mayextract a player ID included in the support action execution request andmay specify the group ID of the group which may include an affiliatedplayer corresponding to the extracted player ID with reference to thegroup table. Then, the progress control unit 331 may specify a group IDof the superior group which may include the subordinate groupcorresponding to the specified group ID. Then, the progress control unit331 may increase the number of the owned AP recovery items associatedwith the group ID of the specified superior group by a predeterminednumber and may reduce the number of the owned AP recovery itemsassociated with the group ID of the group which may include anaffiliated player corresponding to the extracted player ID by apredetermined number. The progress control unit 331 may create thedisplay data for displaying the support notification screen 1000 and thesupport result screen 1010 on the basis of a result of the supportexecution process.

The progress control unit 331 may transmit the display data fordisplaying the created support notification screen 1000 to the portableterminal 2 that may transmit the support action execution request andmay transmit the display data for displaying the created support resultscreen 1010 to the portable terminal 2 of each player belonging to thesuperior group specified in the support execution process.

<Functions of Match Execution Unit 332>

If the match execution unit 332 of the server 3 receives the matchaction execution request transmitted from the portable terminal 2 viathe server communication unit 31, the match execution unit 332 mayexecute a match execution process. First, the match execution unit 332may determine the match action on the basis of a command included in thematch action execution request. Then, the match execution unit 332 maydetermine a game result corresponding to the match action on the basisof the determined match action and changes the current HP and thecurrent AP of each player belonging to the group executing the match andthe obtained DP of the group executing the match, stored in the playertable and the group table, on the basis of the determined game result.Note that, if the match action execution request includes the reducednumber of the owned recovery items, the match execution unit 332 maychange the number of the owned recovery items of the group executing thematch, stored in the group table. In addition, the match execution unit332 may create the display data for displaying the game screen 610 onthe basis of the changed various data.

The match execution unit 332 may transmit the display data fordisplaying the game screen 610 created in the match execution process tothe portable terminal 2 that may transmit the match action executionrequest via the server communication unit 31.

<Functions of Setting Unit 333>

If it is determined that the current date/time exceeds the end date/timeof the game execution period by referring to the match table, thesetting unit 333 of the server 3 may specify the match informationassociated with the game execution period of the end date/time which ithas been determined exceeds the current date/time. The setting unit 333may specify a set of group IDs for each match included in the specifiedmatch information and sets the group ID having the higher obtained DPout of a set of the group IDs for each match as a group ID of thewinning group. In addition, the setting unit 333 may set the group IDhaving the lower obtained DP as a group ID of the losing group. Then,the setting unit 333 may extract a group ID included in the superiorgroup IDs corresponding to the group ID of the losing group from thesubordination table in order of the ranking in the subordinate group.Then, the setting unit 333 may rewrite the superior group ID associatedwith the group ID of the losing group in the subordination table withthe group ID of the winning group. Then, the setting unit 333 mayoverwrite the rank in the subordinate group associated with the group IDof the losing group in the subordination table with a value obtained byadding the maximum value of the rank in the subordinate group of thewining group. In addition, the setting unit 333 may create display datafor displaying the subordination rank screens 800 and 810 for thesuperior group for which the subordinate group may be newly created.

The setting unit 333 may transmit the display data created by thesubordination setting process to the portable terminal 2 that maytransmit the game screen request via the server communication unit 31.

<Functions of Control Unit 334>

If the control unit 334 of the server 3 receives a player ID and areceipt date/time from the progress control unit 331 and is instructedto execute a player control process, the control unit 334 may specify agroup ID of the group which may include the received player ID as anaffiliated player by referring to the group table. Then, the controlunit 334 may determine whether or not the received receipt date/time iswithin any one of the game execution periods stored in the match tableby referring to the match table.

Then, if the received receipt date/time is within any game executionperiod, the control unit 334 may specify a period ID associated with thegame execution period which may include the received receipt date/timeas an under-execution period ID. In addition, if the received receiptdate/time is not within any one of the game execution periods, thecontrol unit 334 may specify the period ID associated with the gameexecution period immediately after the received receipt date/time as abefore-execution period ID.

Then, if the before-execution period ID is specified, and the specifiedgroup ID is included in the match information associated with thespecified before-execution period ID stored in the match table, thecontrol unit 334 may instruct the progress control unit 331 to createthe display data for displaying the game intro screen 600. In addition,if the under-execution period ID is specified, and the specified groupID is included in the match information associated with the specifiedunder-execution period ID stored in the match table, the control unit334 may instruct the progress control unit 331 to create the displaydata for displaying the game screen 610.

Then, if the before-execution period ID is specified, and the specifiedgroup ID is included in the subordinate group stored in thesubordination table, the control unit 334 may instruct the progresscontrol unit 331 to create the display data for displaying the supportscreen 910. In addition, if the under-execution period ID is specified,and the specified group ID is included in the subordinate group storedin the subordination table, the control unit 334 may instruct theprogress control unit 331 to create the display data for displaying thewatching screen 900.

<Operation Sequence of Game System 1>

FIG. 14 may be a diagram illustrating an exemplary operation sequence ofthe game system 1. This operation sequence may be predominantly executedby the processing unit 25 and the server processing unit 33 incooperation with each element of the portable terminal 2 and the server3 on the basis of the program stored in the memory unit 22 and theserver memory unit 32 in advance.

First, the input processing unit 252 of the portable terminal 2 of theplayer may transmit a game screen request for requesting the game screento the server 3 via the communication unit 21 in response to amanipulation of the player on the input unit 23 (step S101).

Next, if the game screen request transmitted from the portable terminal2 is received via the server communication unit 31, the progress controlunit 331 and the control unit 334 of the server 3 may execute a screencreation process (step S102). In the screen creation process, if thereceipt date/time at which the game screen request is received is beforethe game execution period, and the player ID included in the game screenrequest is included in the match information of the next game executionperiod, the progress control unit 331 and the control unit 334 maycreate the display data for displaying the game intro screen 600. Inaddition, in the screen creation process, if the receipt date/time atwhich the game screen request is received is within the game executionperiod, and the player ID included in the game screen request isincluded in the match information of the current game execution period,the progress control unit 331 may create the display data for displayingthe game screen 610.

Then, the progress control unit 331 may transmit the display data fordisplaying the created game intro screen 600 or the game screen 610 tothe portable terminal 2 that may transmit the game screen request viathe server communication unit 31 (step S103).

Next, the display processing unit 251 of the portable terminal 2 mayreceive the display data transmitted from the server 3 via thecommunication unit 21 and may display the game intro screen 600 or thegame screen 610 on the basis of the received display data (step S104).

Next, the display processing unit 251 and the input processing unit 252of the portable terminal 2 may execute a match input process when thegame screen 610 is displayed (step S105). Note that the match inputprocess may be described below in more details.

Then, the input processing unit 252 may transmit the match actionexecution request created through the match input process to the server3 via the communication unit 21 (step S106).

Then, if the match execution unit 332 of the server 3 may receive thematch action execution request transmitted from the portable terminal 2via the server communication unit 31, a match execution process may beexecuted (step S107).

Then, the match execution unit 332 may transmit the display data fordisplaying the game screen 610 created through the match executionprocess to the portable terminal that may have transmitted the matchaction execution request via the server communication unit 31 (stepS108).

Then, the display processing unit 251 of the portable terminal 2 mayreceive the display data transmitted from the server 3 via thecommunication unit 21 and may display the game screen 610 on the basisof the received display data (step S109).

Then, the setting unit 333 of the server 3 may execute a subordinationsetting process depending on whether or not the current date/timeexceeds the end date/time of the game execution period (step S110). Notethat the subordination setting process may be described below in moredetails.

Then, the setting unit 333 may transmit the display data created throughthe subordination setting process to the portable terminal 2 that mayhave transmitted the game screen request via the server communicationunit 31 (step S111).

Then, the display processing unit 251 of the portable terminal 2 mayreceive the display data transmitted from the server 3 via thecommunication unit 21 and may display the subordination rank screen 800or 810 on the basis of the received display data (step S112).

<Match Input Process>

FIG. 15 may be a diagram illustrating an exemplary operation flow of thematch input process performed by the display processing unit 251 and theinput processing unit 252 of the portable terminal 2. The match inputprocess of FIG. 15 may be executed in step S105 of FIG. 14.

First, the input processing unit 252 may determine whether or not thematch action instruction button 619 displayed on the game screen 610 maybe selected (step S201).

Then, if it is determined that the match action instruction button 619displayed on the game screen 610 is not selected (NO in step S201), theinput processing unit 252 may return the process to step S201 after apredetermined time elapses.

If it is determined that the match action instruction button 619displayed on the game screen 610 has been selected (YES in step S201),the input processing unit 252 may determine whether or not the matchaction corresponding to the selected match action instruction button 619is an attack match action (step S202).

Then, if it is determined that that attack match action is selected (YESin step S202), the input processing unit 252 may determine whether ornot the AP necessary to execute the attack match action is higher thanthe AP of the player (step S203).

Then, if it is determined that the AP necessary to execute the attackmatch action is equal to or lower than the AP of the player (NO in stepS203), the input processing unit 252 may create a match action executionrequest including an attack command representing that the match actionis an attack (step S204) and terminates a series of steps.

If the input processing unit 252 determines that the AP necessary toexecute the attack match action is higher than the AP of the player (YESin step S203), the display processing unit 251 may display the gamescreen 710 where at least the AP recovery button 712 may be displayed(step S205).

Then, the input processing unit 252 may determine whether or not the APrecovery button 712 displayed on the game screen 710 has been selected(step S206).

Then, if it is determined that the AP recovery button 712 displayed onthe game screen 710 has not been selected (NO in step S206), the inputprocessing unit 252 may terminate a series of steps.

If it is determined that the AP recovery button 712 displayed on thegame screen 710 has been selected (YES in step S206), the inputprocessing unit 252 may execute the AP recovery (step S207) and mayterminate a series of steps by processing step S204.

If it is determined that the match action of the HP recovery is selected(NO in step S202), the input processing unit 252 may determine whetheror not the AP necessary to execute the match action of the HP recoveryis higher than the AP of the player (step S208).

Then, if it is determined that the AP necessary to execute the matchaction of the HP recovery is equal to or lower than the AP of the player(NO in step S208), the input processing unit 252 may create the matchaction execution request including the HP recovery command representingthat the match action may be HP recovery (step S209) and may terminate aseries of the steps.

If the input processing unit 252 determines that that the AP necessaryto execute the match action of the HP recovery is higher than the AP ofthe player (YES in step S208), the display processing unit 251 maydisplay the game screen 710 where at least the AP recovery button 712may be displayed (step S210).

Then, the input processing unit 252 may determine whether or not the APrecovery button 712 displayed on the game screen 710 is selected (stepS211).

Then, if it is determined that the AP recovery button 712 displayed onthe game screen 710 is not selected (NO in step S211), the inputprocessing unit 252 may terminate a series of the steps.

If it is determined that the AP recovery button 712 displayed on thegame screen 710 is selected (YES in step S211), the input processingunit 252 may execute the AP recovery (step S207), and the processadvances step S209, so that a series of the steps may be terminated.

<Subordination Setting Process>

FIG. 16 may be a diagram illustrating an exemplary operation flow of thesubordination setting process using the setting unit 333 of the server3. The subordination setting process of FIG. 16 may be executed in stepS110 of FIG. 14.

First, the setting unit 333 may determine whether or not the currentdate/time exceeds the end date/time of the game execution period byreferring to the match table (step S301).

Then, if it is determined that the current date/time does not exceed theend date/time of the game execution period (NO in step S301), thesetting unit 333 returns the process to step S301 after a predeterminedtime elapses.

If it is determined that the current date/time exceeds the end date/timeof the game execution period (YES in step S301), the setting unit 333may specify a set of groups that have executed the match during the gameexecution period of the end date/time for which it may be determinedthat the current date/time exceeds (step S302).

Then, the setting unit 333 may specify a group losing against thewinning group out of a set of the groups for each match on the basis ofthe obtained DP stored in the group table (step S303).

Then, the setting unit 333 may delete a record of the superior grouphaving the group ID of the losing group from the subordination table andmay include the group ID of the deleted superior group and the group IDof the subordinate group into the subordinate group associated with thegroup ID having the group ID of the winning group as the superior group(step S304).

The setting unit 333 may create display data for displaying thesubordination rank screen 810 for the superior group having the newlycreated subordinate group (step S305) and may terminate a series of thesteps.

<Operation Sequence of Game System 1>

FIG. 17 may be a diagram illustrating an exemplary operation sequence ofthe game system 1. This operation sequence may be executed predominantlyby the processing unit 25 and the server processing unit 33 on the basisof the program stored in the memory unit 22 and the server memory unit32 in advance in cooperation with each element of the portable terminaland the server 3. Note that, in the operation sequence of FIG. 17, itmay be assumed that the superior player may be owned by the portableterminal 2 a, and the subordinate player may be owned by the portableterminal 2 b.

First, the input processing unit 252 of the portable terminal 2 b of thesubordinate player may transmit a game screen request for requesting thegame screen to the server via the communication unit 21 in response to amanipulation of the subordinate player on the input unit 23 (step S401).

Then, if the game screen request transmitted from the portable terminal2 via the server communication unit 31 may be received, the progresscontrol unit 331 and the control unit 334 of the server 3 may execute ascreen creation process (step S402). In the screen creation process, ifthe receipt date/time at which the game screen request is received isprior to the game execution period, the progress control unit 331 andthe control unit 334 create display data for displaying the supportscreen 910. In addition, in the screen creation process, if the receiptdate/time at which the game screen request is received is within thegame execution period, the progress control unit 331 may create displaydata for displaying the watching screen 900.

Then, the progress control unit 331 may transmit the display data fordisplaying the created watching screen 900 or the created support screen910 to the portable terminal 2 b that has transmitted the game screenrequest via the server communication unit 31 (step S403).

Then, the display processing unit 251 of the portable terminal 2 b mayreceive the display data transmitted from the server 3 via thecommunication unit 21 and may display the watching screen 900 or thesupport screen 910 on the basis of the received display data (stepS404).

Then, if the AP recovery item applying button 911 of the support screen910 is pressed, the input processing unit 252 of the portable terminal 2b may execute a support input process for supporting creation of thesupport action execution request (step S405).

Then, the input processing unit 252 may transmit the support actionexecution request created through the support input process to theserver 3 via the communication unit 21 (step S406).

Then, if the support action execution request transmitted from theportable terminal 2 b via the server communication unit 31 is received,the progress control unit 331 of the server 3 may execute a supportexecution process (step S407).

Then, the progress control unit 331 may transmit the display data fordisplaying the support notification screen 1000 created through thesupport execution process to the portable terminal 2 b that hastransmitted the support action execution request (step S408).

The progress control unit 331 may transmit the display data fordisplaying the support result screen 1010 created through the supportexecution process to the portable terminal 2 a of each player belongingto the superior group specified in the support execution process.

Then, the display processing unit 251 of the portable terminal 2 b mayreceive the display data transmitted from the server 3 via thecommunication unit 21 and may display a support notification screen 1000on the basis of the received display data (step S410).

Then, the display processing unit 251 of the portable terminal 2 a mayreceive the display data transmitted from the server 3 via thecommunication unit 21 and may display the support result screen 1010 onthe basis of the received display data (step S411).

As described above, the game system 1 implements the match executionfunction, the setting function, and the control function in the game forexecuting the match. Therefore, even a subordinate player not allowed toparticipate in the match can get involved in the game via a superiorplayer allowed to participate in the match. As a result, it may bepossible to improve an interest of the player in the game. Note that thematch in the game between the players or the groups in theaforementioned description may not be limited to a one-to-one match. Thematch of the game may be a three-part match or a match in which three ormore players or groups participate.

<First Modification>

Note that the progress control unit 331 of the server 3 may store thesuperior player in association with a first reward after the enddate/time of the game execution period. In addition, the first rewardstored in association with the superior player may change depending onthe number of subordinate players belonging to the superior player. Forexample, if the superior player gets a reward having the higher value asthe number of the subordinate players subordinate to the superior playerincreases, it may be possible to give rewards for the wins accumulatedby the superior player in the game of the match and improve enjoyment ofthe game by the player.

A second reward corresponding to the subordination rank of thesubordinate player or the subordination rank of the subordinate group towhich the subordinate player belongs may be stored in association witheach subordinate player after the end date/time of the game executionperiod. Note that the second reward may be a reward having a value lowerthan that of the first reward. For example, if the subordinate playergets a second reward having a higher value as the subordination rank ofthe subordinate player becomes higher (approaches the first rank), itmay be possible to enhance motivation to support the subordinate playersubordinate earlier and motivation of the subordinate player toparticipate in the game.

<Second Modification>

The support action may be limited within a predetermined range of thevalue set to be different for each subordination rank of the subordinateplayer. For example, the number of the given AP recovery items may beinput within a predetermined range of a value that is set to be higherwhen the subordinate player has a higher subordination rank when the APrecovery item applying button 911 is selected. As a result, it may bepossible to improve a contribution of support of a subordinate player toa superior player if the subordinate player supports the superior playerfor a longer period than other subordinate players. In addition, it maybe possible to prevent the subordinate player who lost earlier fromlosing interest in the game.

<Third Modification>

The subordination rank of the subordinate player may change depending onexecution of the support action by the subordinate player. For example,the progress control unit 331 of the server 3 may replace thesubordination rank of the subordinate player having a higher frequencyof the support action or a higher number of the given AP recovery itemsthan that of the subordinate player that is immediately above them inrank, during a predetermined period (for example, ten minutes), with thesubordination rank of the immediately higher-ranked subordinate player.Note that the progress control unit 331 may store the contributiondepending on execution of the support action of the subordinate playerin association with the subordinate player and store the contribution ofthe subordinate player or a third reward depending on the subordinationrank and the contribution of the subordinate player in association withthe subordinate player. For example, the progress control unit 331 maystore contribution data depending on the frequency of the support actionby the subordinate player for a predetermined period or the number ofthe given AP recovery items in association with the subordinate player.In addition, the progress control unit 331 may associate thecontribution data associated with the subordinate player and/or thethird reward corresponding to the subordination rank with thesubordinate player. As a result, it may be possible to improvemotivation of the player who intends to positively participate in thegame even after the player loses in the game.

<Fourth Modification>

The input processing unit 252 of the portable terminal 2 may be allowedto execute the support action even during the game execution period. Asa result, a subordinate player who watches the watching screen 900 canexecute a support action at a timing desired to support the superiorplayer. Therefore it may be possible to increase opportunities toinvolve the subordinate player in the game.

<Fifth Modification>

The support action may have a predetermined valid term. For example,assuming that the support action is an action for associating the APrecovery item with the superior player, the progress control unit 331 ofthe server 3 may execute the AP recovery such that this AP recovery itemmay be consumed within a valid term from an obtainment date/time atwhich the AP recovery item may be obtained from a particular event. As aresult, the subordinate player may be more motivated to give theobtained AP recovery items to the superior player as soon as possible.Therefore, it may be possible to increase frequency that the subordinateplayer gets involved in the game. In addition, by allowing the superiorplayer to use the given AP recovery items as soon as possible, it may bepossible to improve frequency that the superior player participates inthe game.

<Sixth Modification>

The superior player may execute both the support action of the superiorplayer and the support action of the superior group to which thesuperior player belongs. For example, in a case where the support actionis an action for associating the AP recovery time with the superiorgroup, the superior player can strategically use the AP recovery itemsin consideration of a use status of the AP recovery items of othersuperior players.

<Seventh Modification>

A message exchange function may be provided between the superior playerand the subordinate player to which the superior player belongs. Thatis, the progress control unit 331 of the server 3 may transmit displaydata for displaying a message screen (not shown) to exchange a messagebetween the portable terminal 2 a of the superior player and theportable terminal 2 b of the subordinate player to which the superiorplayer may be subordinate. In this case, the progress control unit 331may set a larger allowable number of message transmission of thesubordinate player, for example, as the subordination rank of thesuperior player is higher, so that a subordinate player who supports thesuperior player for a longer time can exchange a message with a higherpossibility. In addition, the progress control unit 331 may create thedisplay data for displaying each message screen such that a messagescreen display on the portable terminal 2 a and a message screendisplayed on the portable terminal 2 b may be different. For example,the message screen displayed on the portable terminal 2 a may include ascreen for exchanging a message with all of the subordinate players orthe subordinate players capable of exchanging the message and/or ascreen for exchanging a message with other superior players. Meanwhile,the message screen displayed on the portable terminal 2 a may include ascreen for exchanging a message with the superior player. In thismanner, in a case where a player who owns the portable terminal 2 may bea subordinate player, the subordinate player can concentrate oncommunication with the superior player by setting a limitation in themessage exchange screen from the portable terminal 2 of the superiorplayer. Therefore, it may be possible to improve a sense of unitybetween the superior player and the subordinate player in the game andimprove motivation of the subordinate player who desires to support thesuperior player. Furthermore, after the rank setting process of stepS110 is terminated, the progress control unit 331 may transmit displaydata for displaying a message screen for exchanging a message betweenthe portable terminals 2 a and 2 b.

<Eighth Modification>

The game system 1 may allow only a subordinate player having apredetermined subordination rank or higher to participate in the match.As a result, in order to prevent the subordination rank from beinglowered, it may be possible to improve motivation of the subordinateplayer who desires to support the superior player or motivation of thesubordinate player who desires to have a higher subordination rank. Inthis case, a player who loses against the subordinate playerparticipating in the match with a predetermined subordination rank orhigher may be set as a subordinate player subordinate to the subordinateplayer who wins with a predetermined subordination rank or higher, andthe subordinate player who wins with a predetermined subordination rankor higher may be set as a superior player of the losing player.Alternatively, a player who loses against the superior player may be setas a subordinate player subordinate to the subordinate player who may beallowed to participate in the match out of the subordinate players ofthe winning superior player. Alternatively, the game system 1 may allowa subordinate player having a predetermined subordination rank or higherto participate in the match only for a predetermined recovery timeduring the game execution period or a predetermined match. As a result,a period during which a subordinate player having a subordination ranklower than a predetermined rank may not be allowed to participate in thematch can be limited to a predetermined recovery period or apredetermined match. Therefore, it may be possible to preventdissatisfaction of the subordinate player with the game in advance.

<Ninth Modification>

Each function of the server processing unit 33 described above may beexecuted by the processing unit 25 of the portable terminal 2. In thiscase, if various tables are stored in the memory unit 22, it may not benecessary to perform communication with the server 3 whenever theprocess is performed. Instead, it may be possible to implement theaforementioned functions only using the portable terminal 2. Inaddition, the game executed by the portable terminal 2 may be a hybridgame in which each of the server 3 and the portable terminal 2 may beresponsible for a part of the processes. In this case, for example, eachgame screen relating to a progress of the game may be displayed in a webview in which each game screen is displayed on the portable terminal 2on the basis of the display data created by the server 3. In addition,other screens such as a menu screen may be displayed in a native view inwhich the screens may be displayed using a native application installedin the portable terminal 2.

<Tenth Modification>

The game system 1 may be provided with only a plurality of portableterminals 2 manipulated by each of a plurality of players. Each of theplurality of portable terminals 2 performs radio communication based ona radio communication method specified in the standard IEEE 802.11 sothat an ad hoc network may be established by a plurality of portableterminals 2. In this case, a particular one of a plurality of portableterminals 2 may serve as a host to execute each function of the server 3described above. Portable terminals other than the particular portableterminal 2 out of a plurality of portable terminals 2 may communicatewith the particular portable terminal 2 that may execute each functionof the server 3 to execute the aforementioned game. Note that theparticular portable terminal 2 serving as a host may execute both eachfunction of the server 3 and each function of the portable terminal 2.

A person ordinarily skilled in the art would appreciate that various maychange, substitutions, or corrections may be possible without departingfrom the sprit and scope of the invention.

What is claimed is:
 1. A computer program product embodied on anon-transitory computer-readable medium and containing instructionsthat, when executed, causes a game apparatus provided with a memory unitto provide a game to be executed between a plurality of groups to whicha plurality of players belong, wherein causing the game apparatus toprovide the game comprises: executing a control function to provide atleast one match between the plurality of groups, the at least one matchhaving at least one victorious group and at least one defeated group;executing a setting function, the setting function comprising setting anorder of the plurality of groups according to a time of defeatassociated with each defeated group in the plurality of groups, andproviding a predetermined arrangement of the plurality of groups basedon the order; displaying, on a display, the predetermined arrangement ofthe plurality of groups; and executing the control function to provideat least one further match between the plurality of groups based on thepredetermined arrangement, wherein executing the control functioncomprises providing, to each player belonging to the plurality ofgroups, a controllable action, wherein each controllable action for eachof the players in each of the plurality of groups is based on the order,and further comprises providing a controllable interface elementconfigured to execute the controllable action, wherein executing thecontrol function further comprises enabling and disabling thecontrollable action interface element based on an in-game timing.
 2. Thecomputer program product according to claim 1, wherein setting the orderof the plurality of groups according to the time of defeat associatedwith each defeated group in the plurality of groups comprises settinggroups with a later time of defeat to a lower part of the order.
 3. Thecomputer program product according to claim 1, wherein a plurality ofcontrollable actions are provided, a first controllable action in theplurality of controllable actions being executable by each player in atleast one predetermined group and not by each player in the at least onedefeated group, and a second controllable action different from thefirst controllable action being executable by each player in the atleast one defeated group and not by each player in the at least onepredetermined group.
 4. The computer program product according to claim3, wherein a plurality of defeated groups is provided and wherein eachof the plurality of groups is provided with a rank; and wherein thesecond controllable action different from the first controllable actionis executable by each player in a lower-ranked defeated group in the atleast one defeated group, the lower-ranked defeated group having a lowerrank than a predetermined rank.
 5. The computer program productaccording to claim 1, wherein each of the plurality of groups isprovided with a rank; and wherein a controllable action in the pluralityof controllable actions is executable by each player belonging to agroup having a predetermined rank or a rank higher than a predeterminedrank, and is not executable by each player belonging to a group having arank lower than a predetermined rank.
 6. The computer program productaccording to claim 1, wherein executing the control function comprisesdeducting at least one first point consumed in the game; furthercomprising executing a point storage function, comprising associating aset of second points with each of the plurality of groups, and storing aset of associated point values in the storage unit; and furthercomprising executing a point consumption function, comprising consumingat least one second point associated with a group in the plurality ofgroups and restoring at least one first point associated with the groupin the plurality of groups based on the consumption of the at least onesecond point.
 7. The computer program product according to claim 1,wherein each controllable action for each of the players compriseschanging a parameter of at least one predetermined group based on theaction.
 8. The computer program product according to claim 7, wherein,for one or more players in the plurality of players in one or moregroups in the plurality of groups, the step of changing a parameter ofthe at least one predetermined group based on the action comprises:associating at least one second point associated with the one or moregroups with the at least one predetermined group; and removing anassociation for the at least one second point with the one or moregroups.
 9. The computer program product according to claim 8, wherein amagnitude of the at least one second point is based on the order. 10.The computer program product according to claim 8, wherein associatingat least one second point with the at least one predetermined groupfurther comprises associating the at least one second point with a validterm, wherein the at least one second point is configured to expireafter an end of the valid term.
 11. The computer program productaccording to claim 1, wherein causing the game apparatus to provide thegame further comprises: executing a reward association function, whereinthe reward association function comprises determining one or more ranksbased on the order, and generating a set of different rewards, a firstreward in the set of different rewards being associated with a firstgroup and a first rank and a second reward in the set of predeterminedrewards being associated with a second group and a second rank.
 12. Thecomputer program product according to claim 11, wherein the first rewardis based on a number of groups associated with a first group.
 13. Thecomputer program product according to claim 1, wherein causing the gameapparatus to provide the game further comprises: transmitting displaydata for displaying a message exchange screen, and providing, with themessage exchange screen, a message exchange configured to transmitmessages between each player belonging to a predetermined group and eachplayer belonging to the at least one defeated group.
 14. The computerprogram product according to claim 1, wherein causing the game apparatusto provide the game further comprises: determining a controllable actionexecution frequency of one or more players belonging to the plurality ofgroups; and adjusting a rank of the one or more players based on thecontrollable action execution frequency.
 15. A method for controlling agame apparatus provided with a memory unit to provide a game to beexecuted between a plurality of groups to which a plurality of playersbelong, wherein the method comprises: executing a control function toprovide at least one match between the plurality of groups, the at leastone match having at least one victorious group and at least one defeatedgroup; executing a setting function, the setting function comprisingsetting an order of the plurality of groups according to a time ofdefeat associated with each defeated group in the plurality of groups,and providing a predetermined arrangement of the plurality of groupsbased on the order; displaying, on a display, the predeterminedarrangement of the plurality of groups; and executing the controlfunction to provide at least one further match between the plurality,wherein executing the control function comprises providing, to eachplayer belonging to the plurality of groups, a controllable action,wherein each controllable action for each of the players in each of theplurality of groups is based on the order, and further comprisesproviding a controllable interface element configured to execute thecontrollable action, wherein executing the control function furthercomprises enabling and disabling the controllable action interfaceelement based on an in-game timing.
 16. A game apparatus comprising amemory unit and configured to provide a game to be executed between aplurality of groups to which a plurality of players belong, wherein thegame apparatus is configured to execute steps of: executing a controlfunction to provide at least one match between the plurality of groups,the at least one match having at least one victorious group and at leastone defeated group; executing a setting function, the setting functioncomprising setting an order of the plurality of groups according to atime of defeat associated with each defeated group in the plurality ofgroups, and providing a predetermined arrangement of the plurality ofgroups based on the order; displaying, on a display, the predeterminedarrangement of the plurality of groups; and executing the controlfunction to provide at least one further match between the plurality ofgroups based on the predetermined arrangement, wherein executing thecontrol function comprises providing, to each player belonging to theplurality of groups, a controllable action, wherein each controllableaction for each of the players in each of the plurality of groups isbased on the order, and further comprises providing a controllableinterface element configured to execute the controllable action, whereinexecuting the control function further comprises enabling and disablingthe controllable action interface element based on an in-game timing.